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MSFS20 Blender2MSFS support thread

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You use the root XML file of your project and just drag and drop it over fspackagetool.exe. I keep a copy of fspackagetool.exe at the root of my project.

Per the earlier issues of those not seeing in game, you can update models that already exist (that you've already exported) without reloading, but for new ones you will either have to copy the compiled package into your community folder, or reload the game. There is a workaround though, create a few dummy models like KDEN_MyTempModel1/2/3/4, then just export over a dummy model. This usually prevents you from doing a FULL reload, but you will still have to rebuild the package in the game and re-export the model an extra time sometimes for the texture to update. Sometimes it gets stuck, it's usually related to the Generate GUID where it becomes disassociated or some cache issue, in that case try using the quick restart by hitting ESC. If that doesn't work, reload game by completely exiting and then reload.

That said, there are consistency and reliability issues in this version of the game with updating models sometimes. For some models I have to uncheck "Generate GUID" and for others I have to leave it checked or it won't update. This might be an issue just with my project file, as I have another developer that is assisting and we are sharing files. Even though all that duly noted, well the cache in this game is really weird. Sometimes I randomly get double buildings still, and I often see buildings and items before i even load my project.
 
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I see...
Concerning this "mysterious secret cache" like situation figure this out:
I export from blender an object to replace a similar one, already existing in a project's folder structure.I give it exactly the same name as the one I want to replace.Now all 3 files (.gltf,.bin &.xml has exactly the same name but slightly different size.I replace the old with the new ones.Open sim,open the project and to my surprise I still see the old model!!Even the package isn't in community folder,was never been there as the project is still unfinished.Close and restart sim in dev mode.Same again.Old object remains visible instead of the new one eventhough its associated .gltf .bin & .xml files have been updated and replaced.
...Go figure...!!
 
Yes, it gets stuck sometimes, complete restart of game usually clears it out. This version of the game is much worse with this issue than the previous version, it happens more often than it used to.
 
no need, go to the dev folder ms_sdk/toolsbin/ and you will find pakage builder and devmode game launcher
 
also check for conflicting guid.... best to remove old versions of the same thing unless you saved as in blender to make it a completely new model.
 
that is why i always put new built file into community folder so old guid don't conflict. each load is always fresh
 
Devmode game launcher is still starting the game from scratch, not sure i follow. Per the community folder, this causes other issues as I noted prior, i do not copy anything to the community folder as when you are working on larger airports it makes the game unstable to do that. Per the guid issue, if you copy your files constantly into the community folder, you also have to either have a filewatcher / backup script running or do extra steps vs. just using dummy models, which is generally quicker IMO. Guid issues happen regardless if you use community folder or not. I cannot use community folder, it doesn't let me edit certain objects when community folder is active and it induces extra stability bugs.
 
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I haven't any problems with guid or crashing or bad edits since I sorted it all out routine wise. been doing it this way since late August,

as to the devmode , yes it is launching from scratch never inferred otherwise, it just by passes the start up slash screens (metal planets and the others), puts you in devmode of course and is slightly faster (not much but time is time) in my experience.
 
Right, I've got both the fast launch and dev launch in my start menu. Everyone has had some issues with the SDK. The issue is I am currently editing an airport (and surrounding area) with over 200 custom parking lots, and over 100 placed buildings, custom vegetation, custom electric poles, and more. At least for me, it definitely has caching and drawing issues when you use the community folder. I also have custom textures over the aerial imagery to repair the ground, maybe 40-50 more aprons. Part of my issue is I'm not just doing the airport, I'm doing like the 5 mile area around the airport.

The main issue is the extra step of copying the files, when you don't have that step at all when just using the project file. When you use only the project folder, it has to load less stuff too I think.

I do not have a mega machine though, just an AMD 3600 with 32 GB ram and std NVME and RTX 2060, so decent but kind of on the upper-end of middle-end.
 
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SOLUTION FOUND!

My folder structure was as follows in all my sceneries

  • MY_PACKAGE
    • CONTENTINFO
      • AIRPORT
        • Thumbnail.jpg
    • SCENERY
      • airport.bgl
      • airport_contents.bgl
      • modellib.bgl
      • TEXTURE
        • all textures
    • layout.json
    • manifest.json
In the layout,json this structure was correctly referenced and everything worked up until the 1.9.3 patch.

Now, I restructured the files and folders in the SCENERY as follows:
  • SCENERY
    • GLOBAL
      • SCENERY
        • modellib.bgl
        • TEXTURE
          • All textures
    • WORLD
      • SCENERY
        • airport.bgl
        • airport_contents.bgl
Changed the references in layout.json to reflect this

And now all textures are back!

So after the patch the sim does not read the json and respect the definitions thera, but it requires that the folder structure above is followed! Bad. Now I have to rebuild all my sceneries and redistribute them.... :mad:
Hi,
I think the root cause of the problem is, that we are not allowed (any longer) to write into scenery/texture. I assume, they wanted to avoid conflicts with the original scenery.
If we use scenery as output directory and use ../texture as path for the textures within the objects, we fail to see the textures.
Therefore just changing the output directory to scenery/[MYCOMPANYNAME]/ fixes the problem. This also reduces the risk of name conflicts within the objects.
Alternatively changing the texture directory from ../texture/ to texture should work as well; but the name conflict risk of the objects remain.
 
Right, I've got both the fast launch and dev launch in my start menu. Everyone has had some issues with the SDK. The issue is I am currently editing an airport (and surrounding area) with over 200 custom parking lots, and over 100 placed buildings, custom vegetation, custom electric poles, and more. At least for me, it definitely has caching and drawing issues when you use the community folder. I also have custom textures over the aerial imagery to repair the ground, maybe 40-50 more aprons. Part of my issue is I'm not just doing the airport, I'm doing like the 5 mile area around the airport.

The main issue is the extra step of copying the files, when you don't have that step at all when just using the project file. When you use only the project folder, it has to load less stuff too I think.

I do not have a mega machine though, just an AMD 3600 with 32 GB ram and std NVME and RTX 2060, so decent but kind of on the upper-end of middle-end.
Yeah I am running a 9700 i7 at 3.0 mhz with a 2080 and 64 mb of memory so a bit more power and a smaller airport by a long shot. Believe it or not, I still get stutters now and then when in dev mode. The sdk is quirky as hell though. But am struggling through it. Learning blender, materialize, blender2msfs and the sdk all at the same time.. yeah it’s a big piece of cake. But I love a challenge!
 
And it IS important to change all the names of your output files to something unique. Please, do NOT use "modelLib" or "mycompanyname" or "mymaterials" or any other default names as they WILL cause problems and interfere with other sceneries. It is easy to change the in the settings of your files in DevMode.
 
simple question, where do I get fspackagetool.exe ? found it and dragged the high level xml file over, it opened a powershell with very few errors, in fact I couldn't see any. I opened the game and my project expecting to see the model so I could place it, nothing ???? did a build package again, no errors at all relating to my model but it still wasn't there? to quote the late great Steve Marriot, "it's doin' me crust in"

thanks
 
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simple question, where do I get fspackagetool.exe ? found it and dragged the high level xml file over, it opened a powershell with very few errors, in fact I couldn't see any. I opened the game and my project expecting to see the model so I could place it, nothing ???? did a build package again, no errors at all relating to my model but it still wasn't there? to quote the late great Steve Marriot, "it's doin' me crust in"

thanks
did you copy the directory from "Packages" to the Community Folder?
 
I haven't been able to place the actual hanger yet, it's not appearing in the developer projects windows so there wouldn't be anything if I placed in the community folder
 
I haven't been able to place the actual hanger yet, it's not appearing in the developer projects windows so there wouldn't be anything if I placed in the community folder
just give it a try.
If you made everything correct, there will be your compiled hangar within the directory. Just check the directory, if you find the compiled hangar. If yes: copy the directory from "Packages" to the Community Folder...
 
One thing if you do not see the texture in the folder of the packages,texture/world/texture etc. folder, you will not and I repeat you will not have or see your model in game or be available for placement. The thing is, if the model is available so is the texture. One thing to note is that if you have multiple textures and one or more of your textures are mislabeled the model may load but you’ll just see a bounding box and no image that that texture would represent
 
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